Homebrew Vampire (Race) Species Details

Blood Legacy

Blood! Nearly all roads lead to it in this life. This sanguine resource will mark your beginning and can even be your end. It defines your abilities, strengths, weakness, and above all else your knowledge. Ageing like a fine wine, it grows ever more potent with the passage of time.

The blood that courses through your veins is both a blessing and a curse, for not only does it empower you, it is a mark of your lineage. In other words, signifying your maker. Not all immortals are created equal. Some are made with no mind for the cultivation of power, while others can trace their blood back centuries to powerful, and frightening figures. This can mean all the difference when dealing with others of your kind.

Charismatic Predators

Vampires are known to have a silver tongue, the nature of which goes beyond just well chosen diction. It is a necessary ability originally used to draw in prey. Lulling their prey into a pliable state before consuming their life-blood. Humans, especially, are easily enticed by the magic-laced words of vampires, allowing themselves to be enthralled for food or otherwise.

Vampire (Race) Traits

Your Vampire will have certain traits deriving from your maker.

Languages

You can speak, read, and write Common, Infernal, and (Race Language).

Ability Score Increase

Your Strength, Dexterity, and Constitution scores increase by 2, and your Charisma, Intelligence, and Wisdom scores increase by 1.

Age

Vampires live Indefinitely, unless outside action intervenes.

Alignment

Vampires tend towards the age of their coven, they can be neutral evil or chaotic evil.

Size

Your size is Medium.

Speed

Your base walking speed is 40 feet.

Darkvision

Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Immortal Perseverance

You do not require food, water, or suffer from exhaustion

Immortal Weakness

Vulnerable to radiant damage.

Undying Resilience

Resistant to necrotic damage

Engorge

After successfully grappling a creature you may use your bonus action to bite attack, dealing 1d4 + STR modifier piercing damage. You heal for the damage done this way. This attack deals magical damage for the purpose of overcoming resistances.

Hyper Regeneration

As long as you have consumed the blood of a mortal creature within the last 24 hours, you regain 1 hit dice + CON modifier worth of hit points each round of combat. This affect is disabled while in direct sunlight or unconscious.

Tough as Nails

You may roll a d6 for your unarmed strikes in place of the normal damage die, these are considered non-magical attacks. You can use DEX or STR for the attack and damage rolls for the unarmed strike. Your unarmed strikes count as light melee weapons for the purpose of two weapon fighting.

At 6th level your bare handed strikes now deal magical damage for the purpose of overcoming resistances.

Blood Magic

Beginning at 5th level, you may use your hit points to cast spells. You must sacrifice 10 hit points for each level of the spell cast this way. Sacrificed hit points cannot be regained until after a long rest. Spells cast this way do not consume your class spell slots.

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